Unity Google Street View - unity3d

I am trying to make a street view 360 viewer. Which should work on 2 screens.
One is a monitor and one is a oculus rift.
The first user will be sitting in front of the monitor and selecting street view images from a list / database.
The second user will wear the oculus rift and can see the street view images.
There is a plugin that can download panoramas from street view https://www.assetstore.unity3d.com/en/#!/content/28512 ,
but this will only work in the unity editor.
Well here is the problem. I need to update this programm once in a while. So maybe there will be new images every week, the user should be able to select them. If they start the programm, there will be a screen saying that there is an update available. The programm should than download all new images and after that, they will be available for the users.
So I am wondering if it is possible to download panoramas from street view in runtime? Like there will be a database with all url's to the panoramas, the programm will check that database, download all new one and convert them to skybox oder 6-sided pictures.
Thanks.
I am using unity 5.4 and it should work on a PC

You can download the images using the Google Street View API: https://developers.google.com/maps/documentation/streetview/?hl=en
Example URL:
https://maps.googleapis.com/maps/api/streetview?size=600x300&location=46.414382,10.013988&heading=151.78&pitch=-0.76&key=YOUR_API_KEY
Please not that the images will be 400px * 600px, to get higher resolution you'll have to pay.
You'll have to make a different request for each camera angle (the max allowed FoV is 120, meaning you'll need three images to make the whole horizontal circle).
Honestly, I would do the whole image managing and updating thing server side. I would set up an interface in the browser where you can add new interest spots, then the server downloads the images and creates the cubemaps. The Unity client will just ask the server for a list of all the interesting places and once you chose one it will download the cubemap. Maybe it's because I have a web dev background, but to me it makes more sense than doing everything inside Unity.

Related

Publishing Multi size Images in Google Web Desinger have ... scrollbars

I'm realy buffled here, i'm getting scrolbars on my published multi size images in Google Web Deigner.
So, I just want to create multiple sizes of image ads in Google Web Designer.
I go to File / New file / and i select Image (new) and multi size format. In my Responsive window i select multi-size layout, and i select 2-3 different sizes (ie 300x250, 970x250, 300x600).
Next, i import some images in the Library, and i do my design setup for each size in Edit Base document. Then, i make the needed changes for every size.
Bare in mind that since my sizes are completely different, my imported image in some of them is bigger than my actual ad size and leaks out of the borders of the ad.
When i Publish, in every size that my image is bigger than the ad size, i get... scrollbars in my result.
I'm using version 15.0.1.0922 In Windows 10
What i'm i doing wrong? I can't find any posted bug in Google Search, so, any ideas would be appreciated...
Same problem but no answer. I made the ad bigger and cut it out by hand.
New update really ain't good, Googles doing a very poor job.

How to load dataset in Unity fom Vuforia dynamically?

I'm building an augmented reality app, so far, for each new marker I had to add to my Vuforia dataset, download it, put it in Unity, create the imagetarget and build the app again. This is very labor intensive, and delay the addition of new markers, because the time between I update it at PlayStore/App Store can take several days.
What I'm trying to do is a way that I can either load all my markers from the cloud (Tried that, with 2 markers some weird bug started happening) or when I open the app, it'll download the dataset with all the markers, create each image so that no matter how many markers I add or remove, all of them will be there at anytime the app is opened.
Use Cloud Recognition Service From Vuforia:
https://library.vuforia.com/articles/Training/Cloud-Recognition-Guide
and here is a tutoria how to use it :
https://www.youtube.com/watch?v=ILVpISTEcx4

Im noob at Vuforia, so Vuforia can't recognize my image?

First of all I'm noon at Vuforia and Unity. I want to make memorybook to my girlfriend. We have photograph album and I want to use them as target images and want to show videos in program. I have downloaded core package, and tried imagetarget works like charm. But when I change target image to my database pictures it cannot recognize. Also Vuforia give 5 stars to my images. I don't know what am I missing? Can you help me?
You need to change the AR Camera's settings. One of them deals with what databases the camera has loaded.
I believe it's called "Active databases" or "Loaded databases," its been a while since I've messed around with Vuforia, so I can't remember the exact name.
You need to make sure to include your database in the list of active/loaded ones.

Project Solution | Architecture | Scenes and Views

Im new in Game Dev and new in development with Unity
(Come from Windows and Web development)
Now I want to make my first game. This will simple game (but with retrieve data from API etc.)
So I have some basic questions:
1) How to decide if I need to make new scene or build just make a lot canvases and switch between them?
In my game I see
1 scene - Loading
2 scene - Main screen with buttons--
1 button - open Store
2 button Open leaderborad
3 button - open something like map
etc...
Now I think
I need make 2 scenes - Loading and Game scene
In Game scene make some canvases
(MainState Canvas, Shop Canvas, MapCanvas, Leader board canvas etc...)
And when user clicks on button - show this canvas (its must be display like Popup)
2) If I want that map will grow up with more and more stop points (like in Candy Crush) - I need to set its to Assets Bundle and load new bundle ?
3) Best practices for Login/Authorization
I check many sites and I see that best practices for Game Authorization today - this is Google/Apple Game service and not Facebook. Right?
If I understand not correct - Can you guys give me a links what I need to read/learn ?
Thank you guys so much.
I suppose you are targeting mobiles.
1) On mobiles the decision is simple in this case. One simple scene, that is loading fast, to show your logo, game title etc. and the second scene to all other stuff. If the game has very complex levels you can start thinking about more scenes. (If it's simple and easy to change to next level, e.g change background, some enemies etc. like in your case I would use one scene)
2) Sorry I don't know what you want to achieve, but you can read about Asset Bundles here and in unity docs. Again it depends on the complexity of the project. For a simple game it may not be a big difference. Official unity video on Asset Bundles and about Bundle browser
3) I have no idea about Apple Game service so I will talk only about Google Services. It's really simple to setup. However some steps may be tricky, but take your time and try to setup everything as you need. The github page of google play games plugin for unity, where you can download the latest build of the plugin, contains a lot of information on how to configure it. Docs I mentioned above and some testing was enough to implement it in my games. However if you have troubles with setting it up there are a few videos on youtube when you can see how to configure it step by step. Also here is the site on which you can see how your code should look after implementing google play games

Screen record in unity3d

How to do screen record in unity?
I want to record my screen(gameplay) during my running game.
That should be play/stop , replay , save that recording on locally from device, open/load from my device (which is already we recorded).
In my game one camera which can capture native camera, and one 3d model.
I wish to record that both and use my functionality whenever i want.
Thank you in advance.
This is hard to implement, but not impossible. Because every frame or interval you need to capture screen shot of your camera view and store it in the list. You need good, (Smaller interval but not much. Because when it becomes smaller, needs more memory) interval value. If your interval is big raplay can be seen laggy.
While you play game your ram becomes full and os will terminate the app. So you need to fully cover memory optimization. Another solution is assets in Unity Asset store.
EZ Replay Manager can be used. (Keep in mind: I haven't tried it yet.)
Free
Pro
Check out this open-source project: https://github.com/getsocial-im/getsocial-capture.
By default our project records Main Camera's rendered content. C# examples are in the repo.
You can record in 2 modes:
Continuous mode - capture last X frames.
Manual mode - capture frames on your own when needed. For example, record a timelapse of the level.
Once the recording is done, you can generate GIF, get raw bytes and do whatever you want. E.g. let your users share that GIF with friends.
Here's the recording of a game session from the test app. The recorded GIF shows up in the end:
Disclaimer: I worked at GetSocial at the time of writing.
well i know a guy who post a similar project on github. link :- https://github.com/thanh-nguyen-kim/Unity_Android_Screen_Recorder
but there is a limitation and that is this code is only works on android devices(android means only android not even on ios).
but this is very powerful recorder and it is capture whatever appear on screen(so basically it is a screen recorder made with unity) and also it will capture your microphone output.give it a try.
and if you find any other solution then please also tell me. because it will very helpful for me.because i want to record video with in-game audio and also save it into gallery
Unity now has a screen recording tool builtin. It's called Recorder and doesn't require any coding.
In Unity, go to the Window menu, then click on Package Manager
By default, Packages might be set to "In Project". Select "Unity
Registry" instead
Type "Recorder" in the search box
Select the Recorder and click Install in the lower right corner of the window
That's about all you need to get everything set up and hopefully the
options make sense. The main thing to be aware of that setting
"Recording Mode" to "Single" will take a single screenshot (with
F10)
NOTE: This is a copy of my answer from a Unity screenshots question